-
Posts
19 -
Joined
-
Last visited
Content Type
Forums
Articles
FAQs
Online Manual
Support: Blocks
Support: Games
Bug Tracker
SIGames Manual (beta)
Profiles
Posts posted by werogatda
-
-
Thanks everyone for all the feedbacks. I will be making a follow up video to investigate further.
6 -
- Popular Post
- Popular Post
On 22/07/2022 at 21:28, Neil Brock said:Just to be clear on this one, it is something we've looked into internally and found the way the test was run means the results are basically just a result of variance in the match engine rather than a good measure of the impacts of training.
That's not trying to dismiss the test at all as it has sparked some interesting and insightful conversation. But that's what we found after investigating.
Challenge accepted.
13 -
- Popular Post
- Popular Post
Hey all, Max here. Apologies I am late to the conversation as I'm not usually active here. Appreciate all the comments and feedbacks. My responses to some of the issues raised:
1. If the main benefits of the Match Prep sessions are long-term and accumulative in nature (eg. boosting tactical familiarity / player attributes), then of course a single session conducted the day before a match won't produce any difference in terms of the win rate. But that's not why we all like to include a Match Prep session into our training regimen before an important match, is it? Match Prep sessions are presented to us gamers as having a temporary boosting effect for an upcoming match. This is suggested by:
a) the in-game description for the sessions mention "Upcoming Match..."
b) when we leave the training schedule to the AssMan, he will always include a Match Prep session the day before a match
c) Before an FA Cup final or a Champions league final, the AssMan will use one of the default training schedules "Big-Match Preparation" which includes multiple types of Match Preparation sessions.
d) When you conduct a Match Prep session, the match preview screen (just before starting a match) will say something like "for this match, special focus has been placed on Teamwork / Att Movement / Def Shape..." again reinforcing the notion that the Match Prep sessions have had a temporary boost just on that match.
This is why it is important the investigate whether a single Match Prep session has a one off, temporary boosting effect when conducted just before a match. Multiple Match Prep sessions conducted repeatedly over a season will boost a range of player attributes and this will of course raise the win rate of your team in the long run. But that was not the focus of my experiments.
2. What I said in the video (around 3:30) regarding Tactical Familiarity is slightly misleading. TF was maxed for both teams of the experiment (Team A/B) because it was important to make both teams identical in strength. It is possible that the Match Prep sessions boost TF of a team and raise the win rate of the team through a heightened TF. The effect that Match Prep sessions may or may not have on TF was NOT reflected in my results because TF was maxed out for both teams in the first place. However, again the focus of my investigation not the accumulative benefits of the boost in TF but the existence of any one-off boost, possibly hidden under the bonnet, in the performance of a team. It made sense to equalise the TF of both teams in my experiments so that any one-off boosting effect of the Match Prep sessions, if any, could be isolated from the effects of TF.
3. Both teams of the experiment (Team A/B) used a generic 4-4-2 tactic that I made myself and use for my FM experiments. This tactic uses generic roles (eg. Central Midfielder / Central Defender) and contains no fancy tactical instructions. It is a tactic designed to be as vanilla and generic as possible which makes it suitable for scientific FM experiments. This tactic is visible very briefly in the video (3:16). But at the end of the day the exact nature of the tactic isn't crucial - what is important is that both teams (Team A/B) use the exact same tactic during the experiments, and that the same tactic is used for the different samples (as I change the variables). The tactic being used will no doubt affect the performance of players on the pitch - but as long as that effect is held identical throughout the experiment, it doesn't matter.4. I admit that 15 in all attributes was too high. I will change to 12-13 in my future experiments. But even with superstar players on the field, if the Match Prep sessions had a temporary boosting effect, it still should have created a difference in the win rate. Surely, Cristiano Ronaldo who studies and analyses a match the night before would perform better than just slagging off & playing FIFA the night before the match! (or.. not?)
15 -
Good stuff mate, as a fellow lover of spreadsheets I know how much work goes into experiments like these. Thumbs up from me
2 -
7 hours ago, Tyburn said:
Unfortunatley it's not as simple as "one folder". There are a couple of sections on the player screen/s that have stars and CA/PA. There are multiple files used on the player screen/s, a fair few i have altered. The stars themselves are a graphic file that I have altered. This affects ALL stars in the game. You could remove the stars folder graphics/icons/custom/star rating and SOME of the stars would be back in the skin, but because the star graphic is called by multiple enteries in the code, most i have removed, some i have not, I could not be sure what the skin would look like. Infact, don't do this, it'll be a mess!
If you want to have a try yourself you'll probably want to look at "player overview panel", "player personal details panel", "player positions indicator small horizontal" and "player coach reports". And possibly others. All can be found in the panels/player folder. Look for widgets that call the star graphics and have a play around with removing/stopping the graphic from being called.
However ...
I would suggest that rather than removing everything in my skin, apart from the files I've mentioned here, you'd be better off starting a skin from scratch. Use the resource archiver to unpack the .fmf files in the data/game folder in the main game files. You'll want panels.fmf. Find the files I've mentioned and add them to a base skin. For ease I would suggest downloading one of the base skins from this site and building your skin from that.
Sorry I can't help more, but what you're after isn't something as straight forward as it seems. Not using this skin anyway.
Good luck.
I appreciate the detailed explanation. I'll just play with the entire skin rather than trying to pull it apart. Again appreciate the hard work mate and I hope you continue releasing new versions in the future FM series. Playing without the stars/attributes is a very rewarding challenge since you have to actually observe how your players play and figure out what roles suit them best. Cheers!
1 -
10 hours ago, Tyburn said:
Those are already disabled. Along with all other star/ca/pa ratings.
What I mean is, I only want to disable to star ratings that appear on the player pages without getting the rest of the skin. Which folder is responsible for disabling the stars/ca/pa? Maybe I can just keep that folder and delete the other folders?
0 -
13 minutes ago, Tyburn said:
Just remove the whole fonts folder
What a legend. What if I just want to disable the CA/PA star ratings that appear on the player pages? Without changing any other components of the skin?
0 -
Thank you. I have been looking for a skin that disables star ratings for a long time. Btw is there a way to change the font? I prefer to base font of the game..
0
Editing squad selection rules
in Editors Hideaway
Posted
Dear gurus,
How do you change the squad selection rules of a competition in FM23?
eg. I have attached a screenshot of the rules for the Australian National Youth League.
Under 'Match Rules' it says
'the match squad cannot have more than 4 players aged over 20'
This is the part that I want to edit, so that more over-age players can play in the match.
I've tried browsing the Advanced Rules section for Australia and tried doing some tweaks to no avail.
Thanks in advance.